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UE3:AudioComponent internal variables (UDK)
Object >> Component >> ActorComponent >> AudioComponent (internal variables) |
Contents
- 1 Internal variables
- 1.1 AdjustVolumeStartTime
- 1.2 AdjustVolumeStopTime
- 1.3 AdjustVolumeTargetVolume
- 1.4 bAllowSpatialization
- 1.5 bAlwaysPlay
- 1.6 bAutoDestroy
- 1.7 bAutoPlay
- 1.8 bEQFilterApplied
- 1.9 bFinished
- 1.10 bIgnoreForFlushing
- 1.11 bIsMusic
- 1.12 bIsUISound
- 1.13 bNoReverb
- 1.14 bPreviewComponent
- 1.15 bShouldRemainActiveIfDropped
- 1.16 bStopWhenOwnerDestroyed
- 1.17 bSuppressSubtitles
- 1.18 bUseOwnerLocation
- 1.19 bWasOccluded
- 1.20 bWasPlaying
- 1.21 ComponentLocation
- 1.22 CueFirstNode
- 1.23 CurrAdjustVolumeTargetVolume
- 1.24 CurrentHighFrequencyGain
- 1.25 CurrentHighFrequencyGainMultiplier
- 1.26 CurrentInteriorLPF
- 1.27 CurrentInteriorVolume
- 1.28 CurrentLocation
- 1.29 CurrentNotifyBufferFinishedHook
- 1.30 CurrentPitch
- 1.31 CurrentPitchMultiplier
- 1.32 CurrentUseSeamlessLooping
- 1.33 CurrentUseSpatialization
- 1.34 CurrentVoiceCenterChannelVolume
- 1.35 CurrentVoiceRadioVolume
- 1.36 CurrentVolume
- 1.37 CurrentVolumeMultiplier
- 1.38 FadeInStartTime
- 1.39 FadeInStopTime
- 1.40 FadeInTargetVolume
- 1.41 FadeOutStartTime
- 1.42 FadeOutStopTime
- 1.43 FadeOutTargetVolume
- 1.44 LastOcclusionCheckTime
- 1.45 LastOwner
- 1.46 LastUpdateTime
- 1.47 LFEBleed
- 1.48 Listener
- 1.49 Location
- 1.50 OcclusionCheckInterval
- 1.51 PlaybackTime
- 1.52 PortalVolume
- 1.53 PreviewSoundRadius
- 1.54 SoundNodeData
- 1.55 SoundNodeOffsetMap
- 1.56 SoundNodeResetWaveMap
- 1.57 SourceInteriorLPF
- 1.58 SourceInteriorVolume
- 1.59 StereoBleed
- 1.60 SubtitlePriority
- 1.61 WaveInstances
- AudioComponent internal variables in other games:
- UT3
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Internal variables[edit]
AdjustVolumeStartTime[edit]
Type: float
AdjustVolumeStopTime[edit]
Type: float
Default value: -1.0
AdjustVolumeTargetVolume[edit]
Type: float
This is the volume level we are adjusting to *
Default value: 1.0
bAllowSpatialization[edit]
Type: bool
Is this audio component allowed to be spatialized?
Default value: True
bAlwaysPlay[edit]
Type: bool
Modifiers: transient
Whether to artificially prioritise the component to play
bAutoDestroy[edit]
Type: bool
Auto destroy this component on completion
bAutoPlay[edit]
Type: bool
Auto start this component on creation
bEQFilterApplied[edit]
Type: bool
Modifiers: transient
Whether audio effects are applied
bFinished[edit]
Type: bool
Modifiers: transient
Whether the current component has finished playing
bIgnoreForFlushing[edit]
Type: bool
Modifiers: transient
If TRUE, this sound will not be stopped when flushing the audio device.
bIsMusic[edit]
Type: bool
Modifiers: transient
Whether or not this audio component is a music clip
bIsUISound[edit]
Type: bool
Modifiers: transient
Whether or not this sound plays when the game is paused in the UI
bNoReverb[edit]
Type: bool
Modifiers: transient
Whether or not the audio component should be excluded from reverb EQ processing
bPreviewComponent[edit]
Type: bool
Modifiers: transient
Whether this audio component is previewing a sound
bShouldRemainActiveIfDropped[edit]
Type: bool
Whether the wave instances should remain active if they're dropped by the prioritization code. Useful for e.g. vehicle sounds that shouldn't cut out.
bStopWhenOwnerDestroyed[edit]
Type: bool
Stop sound when owner is destroyed
bSuppressSubtitles[edit]
Type: bool
Modifiers: transient
If true, subtitles in the sound data will be ignored.
bUseOwnerLocation[edit]
Type: bool
Spatialise to the owner's coordinates
Default value: True
bWasOccluded[edit]
Type: bool
whether we were occluded the last time we checked
bWasPlaying[edit]
Type: bool
Modifiers: transient
Set to true when the component has resources that need cleanup
ComponentLocation[edit]
Type: Object.Vector
Modifiers: duplicatetransient, native, const
CueFirstNode[edit]
Type: SoundNode
Modifiers: native, const
This is just a pointer to the root node in SoundCue.
CurrAdjustVolumeTargetVolume[edit]
Type: float
Default value: 1.0
CurrentHighFrequencyGain[edit]
Type: float
Modifiers: native, const
CurrentHighFrequencyGainMultiplier[edit]
Type: float
Modifiers: native, const
CurrentInteriorLPF[edit]
Type: float
Modifiers: native, const
CurrentInteriorVolume[edit]
Type: float
Modifiers: native, const
CurrentLocation[edit]
Type: Object.Vector
Modifiers: native, const
CurrentNotifyBufferFinishedHook[edit]
Type: SoundNode
Modifiers: native, const
CurrentPitch[edit]
Type: float
Modifiers: native, const
CurrentPitchMultiplier[edit]
Type: float
Modifiers: native, const
CurrentUseSeamlessLooping[edit]
Type: int
Modifiers: native, const
CurrentUseSpatialization[edit]
Type: int
Modifiers: native, const
CurrentVoiceCenterChannelVolume[edit]
Type: float
Modifiers: native, const
CurrentVoiceRadioVolume[edit]
Type: float
Modifiers: native, const
CurrentVolume[edit]
Type: float
Modifiers: native, const
CurrentVolumeMultiplier[edit]
Type: float
Modifiers: native, const
FadeInStartTime[edit]
Type: float
FadeInStopTime[edit]
Type: float
Default value: -1.0
FadeInTargetVolume[edit]
Type: float
This is the volume level we are fading to *
Default value: 1.0
FadeOutStartTime[edit]
Type: float
FadeOutStopTime[edit]
Type: float
Default value: -1.0
FadeOutTargetVolume[edit]
Type: float
This is the volume level we are fading to *
Default value: 1.0
LastOcclusionCheckTime[edit]
Type: float
Modifiers: transient
last time we checked for occlusion
LastOwner[edit]
Type: Actor
Modifiers: transient, const
Remember the last owner so we can remove it from the actor's component array even if it's already been detached
LastUpdateTime[edit]
Type: Object.double
Modifiers: native, const
LFEBleed[edit]
Type: float
Modifiers: transient
The amount of a sound to bleed to the LFE channel
Listener[edit]
Type: pointer{struct FListener}
Modifiers: duplicatetransient, native, const
Location[edit]
Type: Object.Vector
Modifiers: duplicatetransient, native
OcclusionCheckInterval[edit]
Type: float
while playing, this component will check for occlusion from its closest listener every this many seconds and call OcclusionChanged() if the status changes
PlaybackTime[edit]
Type: float
Modifiers: duplicatetransient, native, const
PortalVolume[edit]
Type: PortalVolume
Modifiers: duplicatetransient, native, const
PreviewSoundRadius[edit]
Type: DrawSoundRadiusComponent
Modifiers: const
SoundNodeData[edit]
Modifiers: duplicatetransient, native, const
SoundNodeOffsetMap[edit]
Type: Map{USoundNode*,UINT}
Modifiers: duplicatetransient, native, const
We explicitly disregard SoundNodeOffsetMap/WaveMap/ResetWaveMap for GC as all references are already handled elsewhere and we can't NULL references anyways.
SoundNodeResetWaveMap[edit]
Type: Object.MultiMap_Mirror{TMultiMap<USoundNode*,FWaveInstance*>}
Modifiers: duplicatetransient, native, const
SourceInteriorLPF[edit]
Type: float
Modifiers: native, const
SourceInteriorVolume[edit]
Type: float
Modifiers: native, const
StereoBleed[edit]
Type: float
Modifiers: transient
The amount of stereo sounds to bleed to the rear speakers
SubtitlePriority[edit]
Type: float
Modifiers: native
Used by the subtitle manager to prioritize subtitles wave instances spawned by this component.
WaveInstances[edit]
Type: array<pointer{struct FWaveInstance}>
Modifiers: duplicatetransient, native, const